Magma MIDI Compiler error
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August 1, 2020 at 9:35 pm #398024
Hi, I keep getting the same error when trying to build my song and can’t seem to fix it.
I used onyx’s reduction tool for EMH and used midi cleaner before compiling.
MIDI Compiler: Autogenerating camera cues…
MIDI Compiler: Validating…
MIDI Validation failed: (AllNotesAreOff())ERROR: MIDI Compiler: Validation failed; corrupted file.
INTERNAL ERROR: MIDI Compiler: c:/(filepath)/dig.mid: Compiler output failed validation
Here are the project files: https://drive.google.com/file/d/1RSERM_MEPinRzaRaXgi6Oo7uV_HwAnM_/view?usp=sharing
August 2, 2020 at 5:26 pm #513244I had some time this morning to play around with this.
How are you compiling in Magma? I get errors, just not the ones you describe. If you are using the files from the RAR you posted, that is incomplete/incorrect and will not produce a custom. To me it appears you are using DigDBG_clean.mid in Magma and that is not going to work. You must render your audio through Reaper, as well as exporting the midi from Reaper. I do not see evidence of this and it leads me to believe you are compiling incorrectly.
In Reaper make sure you do reductions to whatever instruments you are going to include. In your case you need to make sure you have reductions in BASS, GUITAR and DRUMS. Use CAT to automate that process unless you wish to do reductions by hand. Fix the duration of your BEAT track. It needs to be as long as the song itself (this can be done automated in CAT as well). EXPORT your midi and CONSOLIDATE/EXPORT your audio. Use those files in Magma. Backing track is the main audio file, countin is on crowd and blank audio for the instruments that will be played.
Fix any errors Magma kick at you and youre on your way to making customs!
August 2, 2020 at 5:39 pm #513246I forgot to mention, you are going to need to do a proper tempo map before charting. The one you have needs to be scrapped and start over fresh or your notes will not align at all in game. Do some reading here in the forums for tips and tutorials. Rubydanger made an updated tempo map procedure which you can find here https://www.youtube.com/watch?v=In4gyZlDdFw&feature=emb_logo
Good luck!
August 3, 2020 at 1:44 am #513257Unfortunately I don’t think anything you described is a reason for this issue. I was able to create a con file with just the drums a little over a week ago, but since I didn’t know you were supposed to consolidate the audio when exporting, the audio started ahead of the chart. Since I had to fix this problem anyways, I decided to chart guitar and bass and have been having issues compiling it since. As for reductions, like I explained in OP I used onyx’s tool to auto-generate the lower difficulties. I have a feeling this possibly could be the reason for error, but unfortunately Reaper won’t detect python27.dll so I can’t get CAT to work at the moment.
Regarding the tempo map, this song is played to a click so it lines up spot on most of the duration of the song (besides the 2 tempo changes). I’m not sure what you mean when you say this one “needs to be scrapped”.
Thank you for the suggestions in magma, though. I didn’t know that the countin wav file was supposed to be on crowd.
Anyways, I extended the beat duration one measure like you suggested, recompiled and now it’s giving a completely different error:
ERROR: MIDI Compiler: (MIDI FILE): MIDI track header for track 6 is corrupt
August 3, 2020 at 3:15 am #513258Its easy to scrap a tempo when when you only have 4 changes in it. Try scrapping a tempo map when you spent hours on it! Ive done that too many times lol!! Sadly, I just did it tonight
When I say it needs to be scrapped, I mean you should start with a new tempo map that contains more than a few changes for the entire song. Usually when I see a song that has almost no tempo map it immediately raises a red flag. While I will totally agree with you that this song is tight in its tempo, its not perfect. Milliseconds count, especially for drums. The tempo at which this song is played would benefit from a properly laid out tempo map where everything lines up perfectly and you can count on the downbeat being precise. Its a tedious process to be sure, but pays off big time in the end. If I sound a little harsh please forgive me, I just know first hand how important a good tempo map is, even on a song that is almost perfect on its beat track.
Not sure about your track 6 errror. What do you have muted or not in Reaper before exporting the midi? That will make a difference when you compile. If you have notes for drums, bass and guitar, make sure other non-essential tracks are muted while you are testing, in other words, keys, vocals, etc.
Again, I hope I dont come out sounding harsh in my explanations. I only want you to have the best experience you can with this stuff so you have fun with it!
Cheers!
August 3, 2020 at 3:58 am #513260Okay, thanks for clarifying. I just wasn’t sure there were any major mistakes in the tempo map that I linked. I’ll refine it after I figure out how to make it compile once and for all lol
Every other midi track not being used is muted, so the only ones that aren’t muted are drums, bass, guitar, events, venue, and beat. So when it says there’s an issue on the sixth track’s header I assume it’s referring to beat. This makes sense because when I unmute any other track before it like part vocals and export it, it says track 7 is the corrupt one. It still gives an error even after playing around with the beat track
August 4, 2020 at 3:24 am #513274Do you have anything in the VENUE track besides text markers and sing-along notes? If you do, but you’re still relying on Magma to autogen some or all of the venue for you, it can lead to cryptic errors during MIDI validation. So if you do have additional notes in that track, try removing them and see if the error goes away.
August 4, 2020 at 5:40 am #513276.Your drum fills need to end on a note to actually activate the OD for all difficulties – they are only showing expert currently
And you say you generated e/m/h in Onyx but all that is on the project chart is expert so getting errors for other difficulties.
August 4, 2020 at 6:01 am #513277.Your drum fills need to end on a note to actually activate the OD for all difficulties – they are only showing expert currently
To clarify, a drum fill needs to END just before that note. The game automatically adds the overdrive-activating green gem just after the end of the drum fills. For example you could have a drum fill that covers exactly the whole measure 42, and then put a green gem at 43.1.00.
Just saying because I’ve already encountered several customs with drum fills extended OVER the following green gem, and the in-game result is a double crash note.
August 4, 2020 at 6:10 am #513278To clarify, a drum fill needs to END just before that note. The game automatically adds the overdrive-activating green gem just after the end of the drum fills. For example you could have a drum fill that covers exactly the whole measure 42, and then put a green gem at 43.1.00.
Just saying because I’ve already encountered several customs with drum fills extended OVER the following green gem, and the in-game result is a double crash note.
yes i asked about this before. bjork army of me does it…some are spaced others are back to back…i always thought it was just good placement to have it hit a green cymbal until i learned to chart and what was going on there…
in theory could you place the drum fill perfectly so it would use an in game charted green cymbal? or would it still place one overlapping? that’s the closest i’ve seen it where it looks like an error but was almost perfect…
August 4, 2020 at 10:05 am #513282yes i asked about this before. bjork army of me does it…some are spaced others are back to back…i always thought it was just good placement to have it hit a green cymbal until i learned to chart and what was going on there…
in theory could you place the drum fill perfectly so it would use an in game charted green cymbal? or would it still place one overlapping? that’s the closest i’ve seen it where it looks like an error but was almost perfect…
Well I think the point of drum fills is to provide overdrive activation so they will always automatically add a “special” green gem at the end.
I actually do put a green gem manually when there is a crash hit in the song, that’s because I first chart the drums as faithfully as I can, and only later I place the drum fills markers. So yes I am using the “perfect” placement and my green gem is overwritten. But I don’t see why you would want NOT to overwrite it, since you wouldn’t have the overdrive activation.
I haven’t tried putting a different gem after the end of the drum fill to see what happens.
August 4, 2020 at 2:13 pm #513286sorry i’m talking from the perspective of turning drum fills off. was curious if a chart can be made where only that last green gem can show up in place of a charted green gem. so overdrive or not the song is true….don’t really like the songs were there is a forced green gem in the middle of nowhere to activate it…
i assume this is a yes cause there are a bunch of harmonix songs that do so….was just curious with all the overlapping and just slightly off double green gems…
August 4, 2020 at 2:46 pm #513288sorry i’m talking from the perspective of turning drum fills off. was curious if a chart can be made where only that last green gem can show up in place of a charted green gem. so overdrive or not the song is true….don’t really like the songs were there is a forced green gem in the middle of nowhere to activate it…
i assume this is a yes cause there are a bunch of harmonix songs that do so….was just curious with all the overlapping and just slightly off double green gems…
Well the slightly off double green gems are very likely the kind of charting mistake I mentioned previously ” src=”/wp-content/uploads/invision_emoticons/default_SA_smile.gif” />
I am still not sure if I understand your question, but at least I can say that when you turn the drum fills off in-game, then all the drums notes charted in the midi file under the drum fills marker show up in the screen (and the game expects you to hit them all for scoring), while with the drum fills on then the game shows all the lanes colored and allows you to bang freely on the drums and create your own fills.
But if I understand correctly, in both cases the “special, overdrive-activating” green gem at the end of the drum fill section is shown anyway.
I have actually always charted a green gem just after the end edge of each drum fill marker in my customs, so I don’t know what happens if you don’t chart that gem, or if you chart a gem of a different color, or multiple gems at that location… I was under the impression that the game assumes every drum fills in the history or rock ends with a crash, which obviously is not the case but is a simplification made by the game designers to keep consistency in the way for activating an overdrive.
I certainly agree that authors should not add non-existing notes to their chart! Although now I wonder if Magma actually requires at least one drum fill in the song… if that’s the case, then I don’t know what I would choose to do if I ever stumble upon a song where the drums absolutely don’t have even one single bar that can be reasonably marked as as a drum fill.
August 4, 2020 at 6:55 pm #513292You can compile with no drum fills, it will warn you but will compile, but if you have drum fills, you need all difficulties to my knowledge. The project file here only has expert do magma is giving e/m/h errors
August 4, 2020 at 7:26 pm #513293You can compile with no drum fills, it will warn you but will compile, but if you have drum fills, you need all difficulties to my knowledge. The project file here only has expert do magma is giving e/m/h errors
Ah, that must be the case! You probably need at least one gem under each drum fills marker at all difficulties.
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